Thursday, 4 April 2013

Battlegroup Kursk 1


Battlegroup Kursk – capsule review

Battlegroup Kursk 

Originally posted on Facebook but repeated here, since I intend to do blogpost on the first Battlegroup Kursk game I played later.

The Good:
  • It’s quite simple to use models based for Flames of War (FoW) with the Battleground Kursk (BGK) rules.
  • You get a variable number of orders each turn and can use reactions orders during the opponent’s turn
  • Area Fire & Pinning: all units can either use Area Fire (to pin) or Aimed Fire (to kill) and pinning the enemy has a direct influence on the outcome of the game.
  • Artillery can be bought as on board units or off board units. It is also possible to buy timed and/or preregistered bombardments and air strikes.
  • Supporting units such as Forward Observers, ambulances, dispatch riders, etc. have an important role to play.
  • Morale: both unit and battlegroup (army) morale are nicely done and the latter even slightly simulates fog of war.

The Bad:

  • The term “unit” is not defined in the rules but has to be inferred from examples.
  • You need to keep track of ammo for all armoured vehicles, split between AP and HE.
  • The army lists are not the clearest and they only cover the troops that fought at Kursk.

The Ugly:
Nothing so far.

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